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Dragonball
Z CCG Errata - 7th of June 2001 - 292kb
This is a PDF File of the Latest Errata
Tournament
Banned & Restricted Card List
Effective June 7th 2001
The following
cards are banned in all official DBZ Tournaments:
Dream Machine Battle
This Too Shall Pass
Dragons Glare
The Talking Ends Here
The following
cards are restricted to one copy per deck,
in all official DBZ Tournaments:
Blazing Anger
Enraged
Gohan’s Anger
Vegeta’s Smirk
Goku’s Lucky Break
Vegeta’s Plans
Vegeta’s Physical Stance
Nappa’s Physical Resistance
Nappa’s Energy Aura
Vegeta’s Quickness Drill
Current
Rulings
As of 6/7/01
Battle Simulator
Cards:
Any cards that have the words “Battle Simulator” printed in block
text on them, are not useable in official Score Sanctioned Tournaments.
However, any other cards that came inside the Battle Simulator portion
ARE useable in your tournament decks.
Most Recent
Printing Rule:
If two or more cards share the same title, the text, the numbers,
and all other symbols of that card are to read as they appear on
the most recent printing (MRP) of that card with that title.
This does not
apply to personality or Mastery cards.
Deck Size
1) All Tournament decks must have at least 50 cards and no
more than 75 cards. Your Main Personality cards (all levels), and
a Mastery card (if using one) are counted as part of the deck.
Named Cards
1) A Main Personality may have up to 4 duplicates of any
of his named card in his deck, instead of the normal limit of 3,
which applies to all other named cards.
2) Cards
such as Gohan's Physical Attack and Vegeta's Physical Stance are
available to any character, and any character may use them and get
all of their effects.
Example:
Gohan's Physical Attack says, "Physical attack. Gohan gains 1 anger
level. Increases Gohan's power rating by 5 stages." If Piccolo,
or any other character, were to use this card, he would gain the
anger, as well as the power stages.
3) If a
card text contains, "(name here) only", then this card may only
be used by that personality. If the card text includes the sentence,
" If used by (name here) it stays out on the table to be used one
more time in this combat", only that specific character may use
that specific effect, but any other effects happen for any of the
other characters that use this card.
Example:
Goku's Physical Attack reads, "Physical attack, plus draw the bottom
card from the discard pile into your hand. If used by Goku, stays
out on the table to be used one more time in this combat."
Any personality
may use this card, but Goku is the only personality that may gain
the effect that allows the card to be used later in Combat. If Goku
used this card and it was kept it in play, then any personality
may use it the second time.
4) Number
2 and 3 apply only to the Saiyan Saga. From the Frieza Saga, and
up, if a character’s name is listed in the card rules text anywhere,
then the effects of that part of the card apply to that character,
and that character only.
Example:
Trunks Saga #31 Garlic Jr.'s Kyokaika Technique -- Power: Physical
attack doing 7 power stages of damage. Remove from the game after
use. Unless your Main Personality is Garlic Jr., limit 1 per deck.
Any character
may use this card, but Garlic Jr. is the only character that may
have more than 1 of this card in his Life Deck.
Allies
1) You can have up to 3 of each Level (Level’s 1-2) of Saibaimen
in play, and you can have them separate from each other, or overlay
them, depending upon your playing style. That means that you can
have up to a total of 6 Saibaimen allies in play (3 Level 1’s and
3 Level 2’s). There can only be a total of 3 Level 1 Saibaimen and
3 Level 2 Saibaimen in play at the same time. You cannot do this,
however, if you or your opponent are playing Saibaimen as a Main
Personality.
2) The
High-Tech card versions of Main Personalities cannot be used as
allies in tournament play.
3) Hero
Main Personalities can have only Hero allies, and Villain Main Personalities
can have only Villain Allies.
4) Allies
are placed in play during the Non-Combat step, and players may place
in play as many allies as they wish during this step. Players may
not have more than one Personality card of the same ally in play
at one time.
Example:
A player can have Nappa Level 1 out in play as Vegeta’s ally, or
a Nappa Level 2 out as Vegeta’s ally, but that player cannot use
both of these versions of Nappa at his different levels as two SEPERATE
allies.
5) A player
can have one level of an ally in play, and another player can have
a different level of the same ally in play. Both players cannot
have the same level ally in play at the same time.
Example:
Player A can have a Level 1 Nappa in play as an ally, and Player
B can have a Level 2 Nappa in play as an ally. But, both players
cannot have Level 1 Nappas in play at the same time or have Level
2 Nappas in play at the same time.
6) A player
can overlay a higher level ally on top of a lower level ally, in
numerical order and when this occurs that ally is raised to its
highest power stage. When this happens, that player’s opponent(s)
can place any lower level versions of that ally in play as an ally.
Example:
Player A places a Nappa Level 2 on top of his Nappa Level 1 ally
that is already in play, and Nappa Level 2 is raised to his highest
power stage. Player B, can now place a Level 1 Nappa in play as
an ally.
7) Allies
can be chosen to benefit from power-up cards instead of the Main
Personality, unless the power up card specifies its power benefits
the player’s Main Personality only.
Allies in
Combat
1) When attacked, after all Combat effects have been resolved,
and damage is calculated, the defending player can choose to have
the damage dealt to either his Main Personality, or any one ally.
All damage is dealt to the selected personality. If an ally is reduced
to 0 power stages, all remaining damage is taken from the Life Deck.
2) An ally
may assume control of a battle during any phase of Combat when the
Main Personality is at 0 or 1 stage above 0. The player can make
the decision to transfer the control of the battle to an ally at
any time, even after his opponent declares an attack. An ally can
also transfer control to another ally in play or the Main Personality
during any phase of Combat. The Main Personality resumes control
immediately after Combat ends.
3) Main
Personalities’ allies may use their Personality card powers only
once per Combat.
4) If an
ally assumes control of a battle, then use his power stages for
computing damage, and not the Main Personality’s power stages.
5) Card
powers that stop an opponent from making a physical or energy attack
in the next Combat phase must be directed only at the defending
Main Personality or one of his allies. (Note: The term “foe” refers
to your opponent).
Tokui-Waza
1) The only cards that count for or against a Tokui-Waza
are cards that have a martial arts style in the title.
The martial
arts styles are: Red, Blue, Orange, Black, Saiyan, and Namekian.
Example:
A player can have Dragonballs, Non-Combat cards (without a style
in the title), Move cards (cards with the word Move in the title),
and Named/Colorless cards in any Tokui-Waza deck.
2) Players
cannot include cards in their deck that have a martial arts style
in the title (i.e. Blue, Saiyan, etc…) other than the one martial
arts style they have selected.
Example:
Player A has Dragonball 3, Straining Ankle Smash Move, Senzu
Bean, and Tien’s Physical Attack in a Black Tokui-Waza deck, and
those cards won’t count against it.
3) You must
have at least 1 non-Mastery martial arts style card in your deck
in order to Tokui-Waza that color.
Mastery Cards
1) Mastery cards cannot be discarded or removed from play
by any means.
2) Effects
created by Mastery cards, come from the Mastery itself, not the
cards that they modify.
3) You must
declare a Tokui-Waza in order to play a Mastery.
4) The Martial
Arts style you declare Tokui-Waza for must match the Mastery that
you play.
Saiyan Heritage
If a card says “Saiyan Heritage only,” it means that only Saiyan
personalities: Vegeta, Goku, Gohan, Nappa, Raditz, and Trunks may
use these cards. Any cards that have used the phrase “Villains,
Goku, and Gohan only,” should be treated as if they said “Saiyan
Heritage only.”
Drill Cards
Drills are Non-Combat cards whose card title ends in the word “Drill”.
Unlike Non-Combat cards, Drills are kept in play after use and can
be used multiple times throughout your turn, unless the rules text
on the card states otherwise. The abilities of a Drill may only
be used by the controller of that drill. Drills are always active,
and you must use your Drills’ ability, (even if you don’t want to).
1) A Player
can have only one martial arts style of Drill in play at one time
(Red, Blue etc.), but can have different Drills of the same martial
arts style in play at the same time.
Example:
A player can have a Blue Enemies Drill and Blue Cradle Drill in
play at the same time, but cannot place a Black Takedown Drill in
play along side the two blue Drills.
2) Players
cannot have duplicates of the same Drill card in play at the same
time (with the exception of Named/Colorless Drills).
3) Drills
stay in play until the players Main Personality goes up or down
a level or a card power removes the Drill card(s) from play. When
a Main Personality changes levels, all of that player’s Drill cards
are discarded immediately.
4) If a
Main Personality is forced to go down a level, all of his Drills
are discarded, and that Main Personality’s power stages are set
to 5 above 0.
5) Restricted
Drill cards are Drill cards that contain the following in the card
power text, “Cannot be used with other (martial arts style) Drills
in play on the table”. These cards cannot be placed in play if there
are any other (martial arts style) Drills in play on the table.
Example:
If Player A wishes to place a red Drill in play, and a red restricted
Drill is already in play, the restricted Drill is discarded immediately
when the red Drill is placed in play. But, if Player A had a red
Drill in play, and Player B had a red restricted Drill in his hand,
then he could not play the restricted Drill.
6) If a
player places in play a duplicate of a restricted Drill that his
opponent(s) has in play, then both restricted Drill cards are immediately
discarded.
Example:
If Player A places Orange Energy Drill in play and Player B has
already has Orange Energy Drill in play, both Players discard Orange
Energy Drill.
7) When
a player has a Drill in his hand that cannot be placed in play because
it doesn’t match the martial arts style of Drill he/she already
has in play (with the exception of Named/Colorless Drills), he/she
may show it to his opponent(s) and shuffle it into his Life Deck.
A player can decide
NOT to do this and can retain the card(s) in his hand. Regardless
of which choice the player makes, that player does not draw another
card from the Life Deck to replace the unusable Drill card.
8) Drills
that add a + to attacks, do the extra specified damage, even if
the original attack does not do that type of damage.
Example:
Player A has Orange Joint Restraint Drill in play (All of your physical
attacks do +4 power stages of damage). During Combat Player A successfully
attacks with the Physical Combat card Tien’s Physical Attack (Physical
attack doing 5 life cards of damage). The attack would then deal
5 life cards of damage and Orange Joint Restraint Drill would add
4 power stages of damage to player A’s opponent.
Named and
Colorless Drills
1) Named Drill cards (Drill cards with Personality names
in the card title) and Colorless Drill cards (Drill cards without
a martial arts style or Personality Name in the card title) may
be placed in play with other martial arts styled Drills (Red, Saiyan
etc.) without restriction. Players may also have multiples of these
cards in play.
2) The
Named card rule also applies to Named Drills. A player can include
in their Life Deck up to 4 duplicates of any card with the name
of their Main Personality in the card title, including Drills.
3) Named
and Colorless Drills are discarded just like other Drills when the
Main Personality gains/lowers a level.
4) Named
Drill cards are not subject to the duplicate Drill card restriction,
you can have maximum of 4 duplicate Named Drill cards in play.
Dragon Balls
1) If you discard a Dragon Ball while you discarding life
cards, it does not count toward the total amount of life cards that
you are discarding. Regardless of whether the Dragon Ball is removed
from the game or placed at the bottom of your Life Deck, it does
not count towards the amount of life card damage total.
Example:
Player A successfully performs an energy attack resulting in Player
B receiving 4 life cards of damage. Player B discards two cards
from his Life Deck, but the third card to be discarded is Earth
Dragon Ball 4. Earth Dragon Ball 4 is not in play so Player B places
Earth Dragon Ball 4 at the bottom of his Life Deck. Player B must
now discard two life cards to conclude the damage.
2) If a
player only has Dragon Ball cards left in his Life Deck, then that
player loses the game if Life cards of damage are dealt to them.
Example:
Player A’s Life Deck contains only 3 Dragon Ball cards. Player B
inflicts 1 life card of damage on Player A due to a successful physical
attack. Player A loses, because he/she cannot discard a life card.
3) Dragon
Balls are Non-Combat cards, and are played during the Non-Combat
Step. When a Dragon Ball card is placed in play, the player MUST
use its power(s) immediately.
4) Dragon
Balls cards numbered 1-7 are restricted to one copy per deck. You
can have only one of each numbered Dragon Ball card in your deck
Example:
Player A has one Earth Dragon Ball 1, one Earth Dragon Ball 2 etc.
in his deck.
5) When
a player discards a Dragon Ball card from their hand or their Life
Deck, check and see if a duplicate is in play. If a duplicate is
in play, remove the discarded Dragon Ball card from the game. If
there is not a duplicate in play, place the discarded Dragon Ball
card at the bottom of your Life Deck.
6) Cards
that target Non-Combat cards may NOT target Dragon Balls, unless
that card specifically states that it can target a Dragon Ball.
Capturing
Dragon Balls
1) When a single attack forces another player to discard
5 or more life cards from his Life Deck, the attacker can choose
to capture one of the defending opponent’s Dragon Balls cards that
is in play (along with dealing the damage from the attack). The
Dragon Ball is stolen immediately after damage is dealt, and all
effects from that Dragon Ball are resolved immediately.
2) If Bulma,
Krillin, Saibaimen, Chi-Chi, Tien, or Yamcha are used as allies
that have assumed control of a battle, players can choose to have
that ally capture an opponent’s Dragon Ball card in play, instead
of doing damage from an attack. The ally must make a successful
attack and deal life cards of damage. That ally can then choose
not to deal those life cards of damage, and instead capture an opponent’s
Dragon Ball card in play.
3) When
a Dragon Ball is captured, the player who captures it may decide
to use all or none of its power(s) immediately.
Achieving
a Dragon Ball Victory
1) When a player has all 7 Dragon Balls in play under his
control, that player wins.
2) If a
player has captured the last Dragon Ball card that he/she requires
to achieve a Dragon Ball Victory, that player must wait until the
beginning of his next turn in order to win by achieving a Dragon
Ball Victory.
If that player
still controls all of the Dragon Balls at the beginning of his next
turn, he/she wins the game. But if any of those Dragon Balls are
captured from that player during that time, and that player re-captures
them, then that player must wait another turn before achieving a
Dragon Ball victory.
Anger and
Levels
1) Players track their Main Personality’s Anger Level using
the Warrior Sword. When the Main Personality reaches 5 or more anger
on the Warrior Sword, that Main Personality progresses to its next
level immediately, and raises his power level to full. All levels
of a Main Personality must be placed in play in numerical order.
2) Once
the Main Personality has progressed a level, players reset the Warrior
Sword to 0, and set that personality to its highest power stage.
If your Main Personality’s anger is being raised 2 levels and he
only needs 1 anger to progress to the next level, the extra anger
does not carry over.
3) If a
Main Personality progresses up a level during Combat, that Main
Personality can use the card power indicated in the card rules text
of the higher-level personality card during that Combat.
Energy Attacks
1) Unless otherwise specified, energy attacks do 4 life cards
of damage, and cost 2 power stages to perform. If paying the power
stage cost of any energy attack would reduce a player’s Main Personality/Ally
power rating below 0, then the player cannot perform the attack.
2) Even
if an energy attack is stopped, the cost of the energy attack is
still paid.
Physical
Attacks
1) If a player’s Main Personality/Ally reaches 0 power when
taking physical damage/drain/stages, and still has more damage to
take, the remaining damage is converted to life card damage. One
life card is removed from the Life Deck for every stage of damage
that remains, unless otherwise specified.
2) A player
can discard a card from their hand to perform a Final Physical Attack
(FPA). This acts like a normal physical attack, but does not have
any modifiers or special effects within the FPA. Just compare the
Main Personality/Ally‘s power stages on the Physical Attack Table
and deal the resulting damage (apply modifiers from Drills or other
cards and effects). A player who decides to make a Final Physical
Attack must pass in all of the remaining phases of Combat and is
unable to attack or defend for the remainder of the Combat.
Combat Cards
1) Combat cards are cards that say "Combat" directly below
the picture of a card ("Combat" cards do not include "Physical Combat"
and "Energy Combat" cards). Combat cards are used to either take
the place of an attack, or to defend against an attack. When you
use a "Combat" card in place of an attack, all effects on that card
are considered "secondary effects." When using a "Combat" card to
defend against an attack, follow all of the rules from phase (c)
Defender Defends.
Example:
Trunks attacks Cell with a "Combat" card that says, "Choose
an ally from your discard pile or Life Deck, and place it into play
at its highest power stage." All of the effects on this card are
"secondary effects" and they are resolved during Step 3 of the Combat
Timing Sequence.
The “Or”
Clause and the use of “Your”
1) Some cards have two parts to their card power, such as
a card power reading “Physical attack. Raise the card user’s anger
by 1”. If the word “or” is in the card power’s text, the player
must choose which power to use. If “or” does not separate the two
parts, then each of the card powers occurs immediately, in the order
in which they appear on the card. While the physical attack can
be successfully blocked, it will not affect, the attacker’s anger
being raised, which occurs before the defender can act. (This applies
to all cards).
2) All
uses of the word “you/your” refer to all of that specific player’s
personalities in play.
Combat
1) An “attack” is defined as a physical attack or an energy
attack. Everything else, such as using Non-Combat and Combat cards
during Combat, “take the place of an attack.”
2) The
“defender” refers to the player who is attacked at the beginning
of Combat, and is known as the “defender” for the remainder of that
turn. The “defender” draws 3 cards after Combat has been declared
(during Phase (a)). The “defender” does not draw any more cards
after this (with the exception of card powers or other effects)
for the remainder of Combat.
3) The
“attacker” refers to the player who’s turn it is, after he decides
to attack the “defender,” and is known as the “attacker” for the
remainder of that turn. As the “attacker,” a player can decide to
pass, or can attack the defending player in one of four ways.
Use a card
from his hand,
Use one of
the card effects from Non-Combat cards in play under his control,
Use a card
power indicated in the power text on a Main Personality card,
Make a Final
Physical Attack.
(all of the
above take up this attack phase).
4) The
defending player can pass, or do one of these 3 things, BUT only
if it stops some or all of the damage. Cards that stop attacks,
that you are going to use to stop an attack(s), can only be played
during your Defender Defends phase (this phase).
Note:
A starburst icon on a card does not necessarily mean that card is
a defensive card, the same holds true for the sword icon; it doesn’t
necessarily mean that it is an attacking card:
Use a card
to stop an attack/damage,
Use one of
your Non-Combat cards to stop the attack/damage,
Use a card
power indicated in the power text on a Main Personality card to
stop the attack/damage.
5) Once
both players have consecutively passed, Combat is over for the turn
6) NEW RULING:
Any card that has the ability to end combat may only be played/used
during the Attacker Attacks phase of combat unless the card ends,
skips, or stops combat prior to combat starting.
Example:
Saiyan Truce Card, Nappa’s Blinding Stare, Human Technology,
Blue Leaving, or the effects of Earth Dragon Ball 7, which are Combat
and Non-Combat cards may only be played/used during the Attacker
Attacks phase and no longer as a defense. Whereas cards like Teaching
the Unteachable Forces Observation, Powerful Followers, or the effects
of Earth Dragon Ball 4 are played/used prior to the combat phase
of the turn.
Non-Combat
Cards
1) NEW RULING: Non Combat, non Drill, non Dragon Ball
card’s powers indicated in the card text cannot be used during the
Non-Combat step.
2) Non-Combat
cards are placed in play during the Non-Combat step. Allies are
placed in play during this step, as well. There is no limit to the
amount of Non-Combat cards you may place in play, or may have in
play. Any Non-Combat cards drawn into your hand during the Combat
step cannot be placed in play until your next Non-Combat step.
Non-Combat card
powers that are indicated in the card text may ONLY be used
during the Combat step. When a player places a Dragon Ball card
in play, the player must still use the card power immediately, but
you may only use cards such as Senzu Bean, or Blazing Anger during
Combat.
Example:
Player A places the Power Up the Most card in play during his Non-Combat
step, and enters his Combat. The defending player B draws his 3
cards, and player A attacks with his Power Up the Most that was
placed in play during the Non-Combat step.
3) Non-Combat
cards are discarded after players have used the card’s special powers
indicated in the card’s rules text, unless they are Drills or Dragon
Balls, or unless otherwise specified.
Discarding
1) At the end of every turn, all players discard down to,
at most, one card in their hand.
2) When
a player decides to pass his entire Combat step, that player can
select the top card of his discard pile, after he has discarded,
then that card is then placed face down at the bottom of his Life
Deck, as a bonus for not attacking.
Vegeta &
Nappa Rule in two-player Games
NEW RULING: The Nappa/Vegeta rule is no longer in effect.
Use the following mandatory rule, “Your Level is Too High!”
Your Level
is Too High!
When starting a 2-player game, compare the beginning power stages
of each Main Personality. If one is one-half or less of the other,
take the higher personality and set his Scouter at two power stages
above 0. Take the lower personality and set his Scouter at its highest
power stage, and that player goes first every game.
Combat Timing
Sequence –
Use the following
chart to determine the order in which damage and all types of effects
resolve during Combat.
1) The
attacker uses a Non-Combat card or personality power, or plays a
Physical Combat, Energy Combat, or Combat card from his hand, or
passes (if the attacker passes, proceed to Phase (d)).
2) The
attacker pays costs, if any, associated with that card or power.
Example:
“Energy attack doing 8 life cards of damage. Costs 3 power stages
to perform.”
The cost for this
attack is 3 power stages, which is paid at this time.
3) Resolve
all secondary effects on the card or power (secondary effects are
those effects not directly associated with an attack. This does
not include effects within the same sentence as the attack and effects
with the clause “If successful” attached to it. An effect in the
same sentence as an attack is considered an “If successful” effect.).
Example:
“Energy attack. Raise your anger 2 levels. Lower opponent’s anger
2 levels. Limit 1 per deck. Remove from the game after use.”
The raising of
your anger, and lowering of your opponent’s anger are the secondary
effects of this attack, and are resolved at this time.
If a Non-Combat/Combat
card was used in place of an attack, all of the effects on that
card are considered secondary effects.
4) The
defender plays a card from his hand or uses a Non-Combat card or
personality power to defend against that attack.
5) Resolve
all secondary effects from the defender’s card or personality power
(all effects from Non-Combat/Combat cards that are used as a defense
are secondary effects).
6) If the
attack was not stopped, the defender may now activate any Defense
Shields.
7) If the
attack is not stopped at this time, the attack is considered successful
(an attack is considered successful even if it deals no damage).
8) Determine
the Base Damage, if any, from the attack (Base Damage is damage
that is calculated by consulting the Physical Attack Table for physical
attacks, unless it is already stated on the physical attack; or
Base Damage is the amount of damage an energy attack would do as
stated on the card; all of which do not include modifiers from the
attack or other effects generated by Drills or any other cards).
Example:
“Energy attack doing +2 power stages of damage. Raise your anger
1 level.”
The Base Damage
for this attack is 4 life cards of damage.
9) Add
any modifiers, from the attack, Drills, personality powers, etc.,
to the base damage.
10) Any
power stages of damage from the attack are dealt.
11) Any
life cards of damage from the attack are dealt.
12) Any
“If successful” effects that the defender has are resolved. If there
are multiple “If successful” effects, the defender gets to decide
the order in which those effects happen.
13) Any
“If successful” effects that the attacker has are resolved. If there
are multiple “If successful” effects, the attacker gets to decide
the order in which those effects happen.
Other Timing
Rules
1) Effects that happen “at the beginning of a turn,” “when
entering Combat,” “at the end of Combat,” and “at the end of a turn”
have their effects resolved in this order. The player who’s turn
it is resolves all of his effects first, in any order, followed
by his opponent, in any order.
2) “When
entering Combat” effects are resolved before the defender draws
3 cards.
3) Card
effects are resolved in the order they appear on the card, unless
otherwise specified.
4) Cards
are discarded/removed from the game immediately after all effects
on the card are resolved.
Other Rulings
1) Cards that affect other cards, can only affect cards in
play, unless otherwise specified.
2) When
a player discards a card from his Life Deck, he takes the top card
of his Life Deck, and places it, face-up, in his discard pile.
3) If a
card appears on the restricted list, or has the phrase limit 1 per
deck, you can only have 1 copy of that card in your deck, regardless
of the Named card rule.
Multi-player
Rulings
1) A player can have duplicate or different levels of an
opponent’s Main Personality in his deck. The player cannot place
these cards in play as allies until the player who has that character
as his Main Personality is eliminated from the game.
Definitions
Named Cards and Named Drill Cards:
Named Cards and Named Drill Cards are defined as having the name
of a personality in the title of the card regardless of where that
name appears in the title.
Example:
“Expectant Trunks” (#91 Trunks Saga) and “Trunks Draws Steel” (#92
Trunks Saga) are both Trunks named cards even though the name “Trunks”
appears in 2 different places within the card’s title.
Martial Arts
Style Cards:
Martial Arts Style cards are defined as having the name of one of
the martial arts styles: Red, Orange, Blue, Black, Namekian, Saiyan,
as the first word of the card title. Any card that doesn’t have
one of the martial arts styles as the first word of the card title
is considered Style-less.
Example:
“Saiyan Knee Strike” is a Saiyan Martial Arts style card, but “Goku’s
Super Saiyan Blast” is not. Colorless Drill Cards: Any Drill Card
that does not have one of the Martial Arts styles as the FIRST word
of the title of the card is considered colorless.
Owner:
The owner of a card is the person that brought the card to the table
originally, prior to the game starting.
Controller:
The controller of a card is the person that now has possession of
the card, this occurs only during game-play.
Example:
If you capture a Dragon Ball from your opponent you are now the
controller of the Dragon Ball.
Deck:
This refers only to your life deck at the time.
Example:
Android Saga #41 - Android 20's Search Pattern: you may not remove
any card in the opponents discard pile, in play, or in their hands.
Card Clarifications
Saiyan Saga
#17 Hidden
Power Level – Treat this card as if it read, “Physical attack.
Raise your Main Personality to its highest power stage.”
#24 Goku’s
Surprise Attack – Treat this card as if it read, “Physical
attack doing 5 power stages of damage.”
#25 Goku's
Physical Attack – Remove from the game after use.
#28 Vegeta’s
Physical – Treat this cards as if it read, “Stops a physical
attack, and stop all physical attacks performed against you for
the remainder of Combat. Remove from the game after use.”
#30 Fall
7 Times, Get Up 8 – If Player A has multiple duplicates
of these cards in play, or other cards that have this same power,
then Player A chooses one of these cards to use. The other(s) would
stop any future “successful” attack(s).
#31 Fortify
Your Spirit – If Player A has multiple duplicates of these
cards in play, or other cards that have this same power, then Player
A chooses one of these cards to use. The other(s) would stop any
future “successful” attack(s).
#39 Straining
Ankle Smash Move – Treat this card as if it read, “Play
this card out of turn, immediately after your opponent attacks you
(this can be a physical or energy attack) and pays any costs for
that attack. Lower your opponent’s Main Personality 4 power stages
immediately when played.” You may still stop that attack, if you
wish.
#43 Senzu
Bean – Treat this card as if it read, “Raise your Main Personality
to its highest power stage. Remove from the game after use.”
#45 Saiyan
City Destruction –Treat this card as if it read, “Villains
only. Skip your next Combat step. Place the top 2 cards from your
discard pile on the bottom of your Life Deck. Remove from the game
after use.”
#46 Goku
Anger Attack – Doubles the base damage (damage from the
Physical Attack Table), before you add modifiers from Drills.
#48 Goku’s
Touch – Treat this card as if it read, “After you perform
a successful physical attack, capture an opponent’s Dragon Ball.
Remove from the game after use.”
#65 Black
Fore Fist Punch – Treat this card as if it read, “Energy
attack doing 6 life cards of damage. Your opponent loses 3 power
stages, to a minimum of 0.”
#75 Earth
Dragon Ball 3 – Treat this card as if it read, “Draw 3 cards
and then place the top card of your discard pile at the bottom of
your Life Deck.”
#76 Earth
Dragon Ball 4 – When this card is placed in play, increase
your Main Personality’s anger 2 levels. The card’s power to ‘end
the next Combat a player is forced into’ “remains active” until
that player’s opponent declares Combat. When Combat is declared
this effect stops Combat and Combat immediately ends (do not draw
cards, do not take damage). The player who controls Earth Dragon
Ball 4 controls the ability to end Combat, so if EDB 4 is stolen
back and forth between 2 players, the ability to end Combat does
not stack.
#77 Earth
Dragon Ball 5 – Treat this card as if it read, “Raise any
one of your personalities to its highest power stage. Raise your
anger 2 levels. Draw 2 cards. Then place the top 2 cards of your
discard pile at the bottom of your Life Deck.”
#79 King
Kai Training – Treat this card as if it read, “Choose 2
cards from your discard pile and place them on the bottom of your
Life Deck.”
#80 Saiyan
Training – Treat this card as if it read, “Villains and
Goku only. Choose 2 cards from your discard pile and place them
on the bottom of your Life Deck.”
#82 Tien
Level 1– “Multi-form allows two physical attacks, one after
the other” explained: The controlling player performs a Physical
attack, that player’s opponent defends, the controlling player performs
another Physical attack, that player’s opponent defends. Then the
opponent can attack, and Combat continues as usual.
#86 Chi-Chi
Level 1 – Chi-Chi’s power can be used once per turn to stop
a physical attack performed against Gohan or Goku. Your Main Personality
doesn’t have to be at 0 or 1 stage above 0 in order for Chi-Chi
to use this power.
#90 Mother’s
Touch – Treat this card as if it read, “Stops a physical
or energy attack. Remove from the game after use.”
#92 Saiyan
Energy Defense – Treat this card as if it read, “Saiyan
Heritage only. Stops an energy attack.”
#94 Saiyan
Energy Blast – Treat this card as if it read, “Saiyan Heritage
only. Energy attack. If successful, you may pay 3 power stages to
stop your opponent from performing a physical attack during his
next Attacker Attacks phase.”
#95 Saiyan
Energy Aura – Treat this card as if it read, “Saiyan Heritage
only. Stops an energy attack and stops your opponent’s energy attack
during his next Attacker Attacks phase.”
#96 Saiyan
Sweeping Defense – Treat this card as if it read, “Saiyan
Heritage only. Stops a physical attack and stops your opponent’s
physical attack during his next Attacker Attacks phase.”
#101 Goku
Honor Duel – Treat this card as if it read, “Use when entering
Combat as the defender. Instead of drawing 3 cards from your life
deck, draw the bottom 3 cards from your discard pile. Remove from
the game after use.”
#102 Raditz
Honor Duel – Treat this card as if it read, “Use when entering
Combat as the defender. Instead of drawing 3 cards from your life
deck, draw the bottom 3 cards from your discard pile. Remove from
the game after use.”
#103 Piccolo
Honor Duel – Treat this card as if it read, “Use when entering
Combat as the defender. Instead of drawing 3 cards from your life
deck, draw the bottom 3 cards from your discard pile. Remove from
the game after use.”
#105 Chiaotzu
Level 2 – If Chiaotzu is your Main Personality, and you
use his power, Chiaotzu is removed from the game as the cost of
the attack, no damage is dealt, and you lose.
#112 Krillin’s
Physical Defense – Treat this card as if it read “Play this
card as a defense. If your opponent’s attack does life cards of
damage to you, you may take the first life card of damage from that
attack and place it in your hand instead of discarding it. If used
by Krillin, this card stays in play to be used on more time this
Combat.”
#119 Vegeta’s
Energy Blast – Any Personality may use this card. This card
can be used before or directly after the defender draws his cards,
but it can’t be used at any other time.
#120 Nappa’s
Energy Aura – Treat this card as if it read, “Stops an energy
attack, and stop all energy attacks performed against you for the
remainder of Combat. Remove from the game after use.”
#121 Nappa’s
Physical Resistance – Treat this cards as if it read, “Stops
a physical attack, and stop all physical attacks performed against
you for the remainder of Combat. Remove from the game after use.”
#124 Red
Penetrating Defense Drill – Treat this card as if it read,
“All physical attacks performed against you, do 2 less power stages
of damage, to a minimum of zero.”
#125 Blue
Off-Balancing Drill - Treat this card as if it read, “All
of your physical attacks do +1 power stages of damage.”
#126 Orange
Lifting Drill – Treat this card as if it read, “Once per
Combat, in place of an attack, during your turn, discard all of
your opponents’ Drills. Limit 1 per deck.”
#127 Black
Takedown Drill – Treat this card as if it read, “Once per
Combat, you may draw a card after performing a successful attack.”
#128 Red
Knee Pick Drill – Treat this card as if it read, “When entering
Combat as the attacker, you may draw a card.”
#129 Blue
Deceiving Drill – Treat this card as if it read, “When entering
Combat as the defender, you may gain up to 3 power stages.”
#130 Orange
Tripping Drill – Treat this card as if it read, “All energy
attacks performed against you, do 1 less life card of damage, to
a minimum of 0.”
#131 Black
Bear Hug Drill – Treat this card as if it read, “All of
your physical attacks do +2 power stages of damage.”
#132 Red
Rolling Drill – Treat this card as if it read, “All energy
attacks performed against you, do 1 less life card of damage, to
a minimum of 0.”
#133 Blue
Reversal Drill – Using this Drill’s power takes the place
of a player’s attack. A player can only use the most recent physical
attack performed against that player this Combat (stopped or unstopped).
Copy the physical attack and modifiers from that attack only (i.e.
Physical Attack +3), and no other effects of the attack (modifiers
from your Drills and other effects apply).
#136 Black
Free-Style Drill – Treat this card as if it read, “After
receiving damage from an energy attack, you may draw the bottom
card of your discard pile. Cannot be used with any other Black Drills
in play.”
#137 Orange
Spontaneous Drill – Treat this card as if it read, “When
receiving damage from a physical attack, you may draw the bottom
card of your discard pile.”
#139 Red
Wrist Control Drill – Treat this card as if it read, “For
every 3 power stages you lose, per attack, your opponent loses 1
power stage, down to 0.”
#140 Red
Reading Drill – Treat this card as if it read, “Once per
Combat, you may take 1 less life card of damage from any attack.”
#141 Blue
Enemies Drill – Treat this card as if it read, “Once per
Combat, if your opponent has an ally in play, you may take 1 less
life card of damage from any physical attack.”
#142 Orange
Energy Drill – Treat this card as if it read, “All energy
attacks performed against you, do 1 less life card of damage, to
a minimum of 0. Cannot be used with other Orange Drills in play.”
#143 Black
Physical Drill – Treat this card as if it read, “All physical
attacks performed against you, do 1 less power stage of damage,
to a minimum of 0. Cannot be used with other Black Drills in play.”
#144 Red
Coordination Drill – Treat this card as if it read, “When
entering Combat as the defender, you may draw a card.”
#145 Blue
Breakfall Drill – Treat this card as if it read, “All physical
attacks performed against you do 2 less power stages of damage,
to a minimum of 0.”
#146 Orange
Body Shifting Drill – Treat this card as if it read, “All
of your energy attacks that cost 2 power stages to perform, now
only cost 1 power stage to perform.”
#147 Black
Striking Drill – Treat this card as if it read, “All of
your physical attacks do +2 power stages of damage.”
#148 Red
Pressure Point Drill – Treat this card as if it read, “All
of your energy attacks do +1 life cards of damage. Cannot be used
with other Red Drills in play.”
#149 Meditation
Drill - Treat this card as if it read, “When entering Combat,
you may shuffle your Life Deck or discard pile.”
#150 Blue
Neck Restraint Drill – Treat this card as if it read, “All
of your physical attacks do +3 power stages of damage. Cannot be
used with any other Blue Drills in play.”
#151 Orange
Joint Restraint Drill – Treat this card as if it read, “All
of your physical attacks do +4 power stages of damage.”
#152 Black
Defender Drill – Treat this card as if it read, “All energy
attacks performed against you, do 1 less life card of damage, to
a minimum of 0.”
#155 Piccolo
Defense Drill – Treat this card as if it read, “All energy
attacks performed against you, do 1 less life card of damage, to
a minimum of 0.”
#156 Ally’s
Sacrifice – Treat this card as if it read, “Stops all of
your opponent’s attacks for the remainder of Combat. Discard one
of your allies in play to use this card”.
#157 Eye’s
of the Dragon – Treat this card as if it read, “After you
perform a successful energy attack, search your Life Deck for a
Dragon Ball and capture a Dragon Ball from your opponent. Limit
1 per deck.”
#163 Piccolo
Level 3 – “Multi-form allows two physical attacks, one after
the other” explained: The controlling player performs a physical
attack, that player’s opponent defends, the controlling player performs
another physical attack, that player’s opponent defends. Then the
opponent can attack, and Combat continues as usual. These physical
attacks are normal physical attacks, with no modifiers. Drills and
other effects may modify the damage from this attack.
#164 Gohan
Level 1 – If a successful energy attack is performed against
Gohan, he may raise his anger 1 level.
#165 Gohan
Level 2 – His power is considered a physical attack.
#182 Krillin
Level 1 – His power reads, “Draw a card when entering any
Combat.” #183 Raditz Level 1 – This power may be used during Combat,
and must take the place of an attack.
#184 Vegeta
Level 1 – His power reads, “Stop an energy attack.”
#185 Nappa
Level 1 – When entering any Combat, raise Nappa 2 power
stages.
#186 Earth
Dragon Ball 6 – When this card is placed in play, all of
the controlling player’s opponents’ anger is lowered 2 levels. The
power to end Combat “remains active” until the controlling player
decides to end Combat, as an attack or a defense. At that time,
the player who controls the Dragon Ball raises his Main Personality
to its highest power stage. The player who controls Earth Dragon
Ball 6 controls the ability to end Combat, so if EDB 6 is stolen
back and forth between 2 players, the ability to end Combat does
not stack.
#187 Earth
Dragon Ball 7 – When this card is placed in play, all of
the controlling player’s opponents’ anger is lowered 2 levels. The
controlling player may place this card in play from his hand during
Combat, in place of an attack or as a defense, to end Combat. If
this card is placed in play during the controlling player’s Non-Combat
step, that player does not get to end Combat.
#189 Earth
Dragon Ball Combat – If this energy attack is stopped, the
controlling player cannot steal a Dragon Ball later in Combat. The
effect works only for this energy attack.
#192 Teaching
the Unteachable Forces Observation – Treat this card as
if it read, “Use this card at the end of your opponent’s Power Up
step. Your opponent may not declare Combat this turn.”
#195 Hero
Advantage – Treat this card as if it read, “Heroes only.
Use when entering Combat as the defender. Instead of drawing 3 cards
from your life deck, draw the bottom 3 cards from your discard pile.
If there are not enough cards in the discard pile, this card cannot
be used. Remove from the game after use.”
#196 Saiyan
Honor Quest – Treat this card as if it read, “Use when entering
Combat as the defender. Instead of drawing 3 cards from your life
deck, draw the bottom 3 cards from your discard pile. Remove from
the game after use.”
#199 Dream
Fighting – Treat this card as if it read, “Stops a Combat.
Place the bottom card of your discard pile at the bottom of your
Life Deck. Remove from the game after use.”
#200 Cutting
the Tail – Treat this card as if it read, “Set your opponent’s
anger at 0. Remove from the game after use.”
#202 Goku’s
Lucky Break – Treat this card as if it read, “Search your
Life Deck for any 1 Dragon Ball, and put it into play.”
#203 Saiyan
Truce Card -- The player who used the Saiyan Truce Card
may retain all, one, or none HIS cards from this Combat (and any
other cards that they draw until the end of their next turn), but
the opponent MUST discard as usual.
#204 Battle
Pausing – Treat this card as if it read, "Draw the top 2
cards from your discard pile. Your opponent’s Main Personality gains
5 power stages. Remove from game after use."
#208 Terrible
Wounds – While this card is attached to a personality, cards
that discard Non-Combat cards or remove Non-Combat cards from the
game may target Terrible Wounds.
#210 Raditz
Flying Kick – This card is a Physical Combat card, not a
Non-Combat card. Triple the base damage, (damage from the Physical
Attack Table) before you add any modifiers from Drills.
#211 Tien
Mind Reading Trick – Treat this card as if it read, “Attach
this to your opponent’s Main Personality. If Tien is in play, all
villain opponents must play with their hands face up on the table.”
#213 Plant
Two Saibaimen – Treat this card as if it read, “Use this
card at the end of your Power Up step. Skip Combat this turn. At
the beginning of your next turn, search your Life Deck and/or discard
pile for your highest level Saibaimen card and place it into play.
Remove from the game after use.”
#215 Krillin’s
Drill – Ignore the last sentence of this card (all Named
Drills work like this).
#217 Ribs
Broken – Treat this card as if it read, “Energy attack.
Costs 0 power stages to perform. You must remove an ally from the
game in order to perform this attack.”
#218 Unexpected
Allies – Treat this card as if it read, “Search your Life
Deck or discard pile for an ally and put it into play at its highest
power stage.”
#222 Bulma
Finds a Dragon Ball – This card is not a Dragon Ball. #223
Bulma Finds a Drill – This card is not a Drill.
#225 Baba’s
Energy Blast – Treat this card as if it read, “Use when
needed. Your opponent discards 3 cards from his Life Deck. Remove
from the game after use.”
#226 T-Rex
Defense – Treat this card as if it read, “Stop the first
successful physical or energy attack performed against you. Remove
from game after use.”
#227 T-Rex
Offense – Treat this card as if it read, “You may use this
card to add an extra life card of damage to any successful attack.
If a successful energy attack is performed against you, discard
this card. Use when needed.”
#230 Chiaotzu’s
Drill – This card is a Non-Combat card, not a Physical Combat
card. Treat this card as if it read, “All physical attacks performed
against you, do 1 less power stage of damage, to a minimum of 0.”
#231 Goku’s
Mixing Drill – If Goku’s Mixing Drill is discarded/removed
from play, and you have multiple styles of Drills in play, choose
one type of Drill to keep in play, and discard all of the other
styles of Drills (with the exception of Named and Colorless Drills).
#234 Orange
Focusing Drill – Treat this card as if it read, “All of
your other Drills may not be discarded or removed from the game
while this Drill is in play.”
#236 Saiyan
Power Drill – Treat this card as if it read, “All of your
physical attacks do +2 power stages of damage.”
#237 Goku’s
Capturing Drill – Treat this card as if it read, “Your Dragon
Balls may not be captured while this Drill is in play.”
#240 Vegeta’s
Trick – When you play this card, continue revealing the
top card of your opponent’s deck until you reveal a Dragon Ball.
Set that Dragon Ball aside and shuffle your opponent’s deck. Place
the Dragon Ball on the bottom of the shuffled deck.
#241 Vegeta's
Dragon Ball Capture – Players may not use a Dragon Ball
card’s power if the Dragon Ball card is "captured" using this card
power. If you “re-capture” your own Dragon Ball from your opponent
in this way, put the Dragon Ball on the bottom of your deck.
#242 Dream
Machine Battle – When you use Dream Machine Battle, remove
it from the game (all other cards that were removed from the game,
stay removed from the game), discard your hand, shuffle your discard
pile and all cards in play into your Life Deck, and begin the game
again. The person who used Dream Machine Battle may choose to go
first.
Frieza
Saga
#1 Preview
- The Talking Ends Here – This card stops your opponent
from winning through any victory (anger, survival, Dragon Ball)
until the end of your next turn, even if you have no cards in your
Life Deck (you just don’t draw any cards). If you have not won the
game before the end of your next turn, your opponent wins at the
end of your turn.
#8 Recoome
Boom – This card is not “Saiyan Heritage only,” it is “Villains
only.”
#12 Saiyan
Energy Focus – Treat this card as if it read, “Any one of
your personalities gains 5 power stages.”
#13 Empowerment!
– Treat this card as if it read, “Heroes only. Raise your anger
1 level. If your Main Personality is Piccolo or Nail, raise your
anger 2 levels instead. Remove from the game after use.”
#17 Vegeta’s
Jolting Slash – Treat this card as if it read, “Energy attack.
Stop all physical attacks performed against villains for the remainder
of Combat. Lower your opponent’s anger 2 levels. Remove from the
game after use.”
#24 Straining
Blocking Move – If Black Energy Stamina Drill is in play
when you perform Straining Blocking Move, you declare how many life
cards you *would* have discarded and then that cost is converted
to one power stage. It deals what you declared.
#35 Saiyan
Focusing Power – This is a “Sayian Heritage only” card.
#37 Jeice
Level 1 – His power reads, “Energy attack doing 5 life cards
of damage. If this attack is stopped, your opponent discards 2 life
cards.”
#48 Dende
the Unlikely Hero (Level 1) – Dende must “take control”
of Combat, and use his power “in place of an attack.” Then, at the
end of Combat, take an ally from your discard pile and put it into
play at 4 power stages above 0. The ally you bring into play with
Dende must be legal. If you bring into play with this power, for
instance, Yamcha Level 2, and you place it on top of Yamcha’s Level
1, Yamcha does not power up to full, but is placed at 4 power stages
above 0.
#49 Frieza
Smiles – Treat this card as if it read, “Stops all energy
attacks, or stops all physical attacks for the remainder of Combat,
if played as your first card this Combat.”
#55 Guldo’s
Time Freeze Drill – Treat this card as if it read, “Villains
only. All attacks performed against you do 1 less power stage or
1 less life card of damage.”
#63 Yajirobe’s
Gifting Drill – Treat this card as if it read, “All attacks
performed against you do 1 less power stage or 1 less life card
of damage.”
#65 Red Energy
Defense Drill – Treat this card as if it read, “All energy
attacks performed against you, do 1 less life card of damage, to
a minimum of 0.”
#69 Red
Phasing Drill – Treat this card as if it read, “All of your
energy attacks performed against a villain do +3 life cards of damage.”
#71 Orange
Leg Drill – Treat this card as if it read, “All physical
attacks performed against you do 2 less power stages of damage,
to a minimum of 0. Limit 1 per deck.”
#72 Black
Energy Stamina Drill – Treat this card as if it read, “All
of your energy attacks cost 1 power stage for you to perform.”
#74 Captain
Ginyu Reversal Drill – Treat this card as if it read, “Villains
only. For every 3 power stages of damage you receive, per attack,
your opponent loses 1 power stage of damage. Limit 1 per deck.”
#96 Nail
The Namekian Level 1 – His power reads, “Energy attack doing
5 life cards of damage. If this attack is stopped, your opponent
discards 3 life cards.”
#104 Power
– Treat this card as if it read, “Villains only. If your opponent’s
Main Personality is a hero, he discards 4 life cards. Limit 1 per
deck. Remove from the game after use.”
#108 Yamcha’s
Good Wishes – Treat this card as if it read, “Stops a physical
attack and stops all physical attacks for the remainder of Combat.
Remove from the game after use.”
#111 Krillin’s
Power Tap – Treat this card as if it read, “Use when needed.
You may use the power of any Drill in play, during Combat. If “Black
Shadow Drill” is in play, your opponent places all of his allies
in play at the bottom of his Life Deck. Remove from the game after
use.”
#113 Kami
Fades – Treat this card as if it read, “Remove all Earth
Dragon Balls in play and in all Life Decks from the game.”
#119 Mommy’s
Coming Dear – Treat this card as if it read, “Heroes only.
Stops all attacks for the remainder of Combat. Remove from the game
after use. Limit 1 per deck. If “Dragon Ball 7” is in play, discard
this card, instead of removing it from the game.”
#121 This
Too Shall Pass – This card cannot be used against personalities,
Final Physical Attacks, or Mastery cards.
#122 Focusing
is Everything – Treat this card as if it read, “Heroes only.
Remove an opponent’s Non-Combat/non-Dragon Ball card in play from
the game. Remove from the game after use.
Promo 1
It’s Just Not Worth It! – Treat this card as if it read,
“Your opponent may not win a Most Powerful Personality Victory or
a Dragon Ball Victory until the end of his second turn, starting
now. Limit 1 per deck. Remove from the game after use.”
Promo 5
Frieza’s Force Bubble – Treat this card as if it read, “You
may only use this card in place of an attack. Stops all energy attacks
for the remainder of Combat.”
Trunks
Saga
#22 Red Blazing
Aura – This card must be ONLY played as an attack.
#59 Frieza
is Ready – Treat this card as if it read, “Villains only.
When your Main Personality takes life cards of damage, his attacker
discards twice as many life cards of damage as well. Limit 1 per
deck. Use when needed.”
#61 Namekian
Energy Drill – Treat this card as if it read, “After every
successful energy attack you perform, you may discard a card from
your hand and shuffle it into your Life Deck, and then draw a card.
#74 Black
Energy Deflection Drill – Treat this card as if it read,
“You may play an energy attack from your hand and pay its costs
in order to stop an energy attack, and then your opponent discards
1 life card.” All secondary effects printed on that energy attack
are resolved, “If successful” effects are not resolved and the defender
takes no life cards or power stages of damage.
#99 Trunks
Swiftly Moving – Copy the physical attack and modifiers
from that attack only (i.e. Physical Attack +3), and no other effects
of the attack (modifiers from your Drills and other effects apply).
#126 Vegeta
Scans The City – Treat this card as if it read, “Lower any
opponent’s Main Personality this is level 2 or higher by 1 level.
This can be used when needed to stop a Most Powerful Personality
victory. Remove from the game after use. Limit 1 per deck.”
#129 Piccolo
and Heroes Gather – Treat this card as if it read, “Discard
2 cards, then search your Life Deck for 2 Combat cards, show them
to your opponent, and place them in your hand.”
#144 Red
Style Mastery – Treat this card as if it read, “Once per
Combat, in place of an attack, you may remove the top card in your
discard pile from the game to raise your anger 1 level. If it is
a Red Style card raise your anger 2 levels instead.
#148 Saiyan
Style Mastery – This Mastery only affects your opponent’s
Main Personality, and cannot be redirected at allies.
#150 Trunks,
the Hero Level 4 – Treat his power as if it read, “During
your opponent’s turn, all power stages of damage from physical attacks
performed against you is reduced to 1 power stage of damage.”
#151 Vegeta,
Saiyan Prince Level 4 – Treat his power as if it read, “During
your opponent’s turn, all power stages of damage from physical attacks
performed against you is reduced to 1 power stage of damage.”
#185 Trunks
Level 1 – Treat his power as if it read, “Power: Physical
attack. This must be your first attack in Combat. Your opponent
must play/use 2 cards/effects that stop physical attacks in order
to stop this attack.
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